GZDoom 4.6.0 released

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Re: GZDoom 4.6.0 released

Postby Warrex » Sun May 23, 2021 11:55 pm

Blzut3 wrote:I would be surprised if someone didn't already compile PrBoom for it, and likely found it to just work.

As an aside, also compiled ECWolf out of curiosity and besides a hang on exit it appeared to work fine. Didn't debug the issue since, like I said I legally can not use that machine for such purposes.


Never saw a PrBoom release for the M1. Alexey's old builds (https://github.com/alexey-lysiuk/prboom-macos) work fine through Rosetta 2 emulation. But it would indeed be nice to have PrBoom+ um compiled for it. Same goes for ECWolf of course.
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Re: GZDoom 4.6.0 released

Postby _mental_ » Mon May 24, 2021 12:32 am

Warrex wrote:But it would indeed be nice to have PrBoom+ um compiled for it.

I can build a universal binary, but I have no idea about its functionality in general, and ability to run on M1 in particular.

EDIT: It's here. Note that I didn't even try to run it, so no guarantee that it's functional.
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Re: GZDoom 4.6.0 released

Postby Nash » Mon May 24, 2021 1:43 am

https://zdoom.org/downloads this still shows 4.5.0
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Re: GZDoom 4.6.0 released

Postby Graf Zahl » Mon May 24, 2021 2:25 am

Nobody wants to edit the Wiki, it seems.
And I always forget where this page is hidden.
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Re: GZDoom 4.6.0 released

Postby Gez » Mon May 24, 2021 2:57 am

It's simply ZDoom:Download and there's a topic about it in the Back-End forum.
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Re: GZDoom 4.6.0 released

Postby Redneckerz » Mon May 24, 2021 5:02 am

Graf Zahl wrote:Nobody wants to edit the Wiki, it seems.

I recently made pages for every single one of drfrag's ZDoom derived forks because i felt it was about time they got covered in a proper fashion.
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Re: GZDoom 4.6.0 released

Postby Warrex » Mon May 24, 2021 5:32 am

_mental_ wrote:I can build a universal binary, but I have no idea about its functionality in general, and ability to run on M1 in particular.

EDIT: It's here. Note that I didn't even try to run it, so no guarantee that it's functional.

The launcher starts fine as a native app but there is an SDL related problem. Console output:

M_LoadDefaults: Load system defaults.
default file: /Users/user1/.prboom-plus/prboom-plus.cfg
found /Users/user1/.prboom-plus/prboom-plus.wad

PrBoom-Plus v2.6um (https://github.com/coelckers/prboom-plus)
Could not initialize SDL [The video driver did not add any displays]


Would be cool if you could get it to work. I am gladly willing to test updated builds. Maybe you want to start a thread under "Software and Ports" for it.
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Re: GZDoom 4.6.0 released

Postby LushKava » Mon May 24, 2021 2:45 pm

Nash wrote:Enjoy your fully-widescreen-ified Heretic and Hexen, and sprite shadows, everyone! :D

It's certainly useful to have these assets available without having to use external mods. For that matter, I was wondering how these assets compare to those that have been previously released, such as HRWIDE10 by Revenant100. Are the integrated assets based on prior projects of this sort or were they all created from scratch?
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Re: GZDoom 4.6.0 released

Postby Rachael » Mon May 24, 2021 3:21 pm

They were all hand-made by Nash from scratch with the goal of completely preserving the original 4:3 artwork.
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Re: GZDoom 4.6.0 released

Postby Chris » Mon May 24, 2021 4:35 pm

Rachael wrote:They were all hand-made by Nash from scratch with the goal of completely preserving the original 4:3 artwork.

Which is to say, on a 4:3 display the user will see the exact same image as the original game, not a pixel different. On a 16:9 display, the center will be the exact same but there's more to the image seamlessly added to the sides, and it goes all the way up like this to a 21:9 aspect ratio (most widescreen patches I see just aim for 16:9, these take it a step further).
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Re: GZDoom 4.6.0 released

Postby LushKava » Mon May 24, 2021 5:25 pm

Chris wrote:
Rachael wrote:They were all hand-made by Nash from scratch with the goal of completely preserving the original 4:3 artwork.

Which is to say, on a 4:3 display the user will see the exact same image as the original game, not a pixel different. On a 16:9 display, the center will be the exact same but there's more to the image seamlessly added to the sides, and it goes all the way up like this to a 21:9 aspect ratio (most widescreen patches I see just aim for 16:9, these take it a step further).


I see. Excellent stuff! I have one more question concerning sprites, though. That is, does the old sprite fixing mod for Heretic (HRSPFX10) have any utility now? As I recall, only the staff weapon is modified by HRWIDE10, whereas HRSPFX10 fixes up some minor defects in various other sprites. I don't know whether Nash's work overlaps with the latter mod, though.
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Re: GZDoom 4.6.0 released

Postby LushKava » Mon May 24, 2021 7:41 pm

Nash wrote:(Quoting a post that was split into another topic: viewtopic.php?p=1190739#p1190739 -ww)

I did not/will not touch any of the weapon other sprites beyond what I list here:

- 2 Heretic staff attack frames (you can see these on the 2nd post on the first page of this thread)
- Idle frame of the crossbow, Hellstaff and Phoenix rod (coming soon, these need to be updated to be extended downwards to fix a status bar gap issue with small status bar sizes)

So Revenant100's "sprite fix for Heretic" patch will still, and always be relevant. I have no intention of touching the in-world monster sprites.

As for overlap, well, as far as my weapon sprite fixes might be concerned; there may be. If you load the Heretic sprite fix as a mod, and if those contain the same lumps as the ones I mentioned above, the sprite fix WAD will win, meaning you won't be able to see my fixes. Revenant100 is of course free to take my stuff to use as base in future, if they so desire. Or if you feel like DIY'ing, you can just extract the individual weapon sprites from gzdoom_widescreen_gfx.pk3 and forward them yourself.


Thank you for the explanation. As I don't mind a little DIY'ing in principle, I'll try to compare the lumps from both and see whether there is any use in combining the two.
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Re: GZDoom 4.6.0 released

Postby LushKava » Mon May 24, 2021 8:08 pm

EDIT: Content of this post removed by poster because it no longer had any contextual relevance, owing to a sub-optimal thread-split.
Last edited by LushKava on Thu May 27, 2021 3:37 pm, edited 1 time in total.
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Re: GZDoom 4.6.0 released

Postby BrickJove » Thu May 27, 2021 8:14 am

great release, thx
It would be even greater to see some cel-shading-features in the future. Right now I can outwin the system and generate cel-shaded but static actors by implementing a second model + actor within the actual actor with "A_SpawnItemEx". A proper solution could provide a decent renderstyle within MODELDEF, but at least I can delete the "scale 1 1 1.2 "-entries now :)
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Re: GZDoom 4.6.0 released

Postby KingLich » Sat May 29, 2021 5:01 am

i panicked a little when all my save files were gone. Turns out, there is now a folder for Save, and you have to manually put your .zds (save) file into Save folder. So, if anyone had that panick, that's what u do. ty.
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